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Donkey Kong Land 2/Notes: Difference between revisions
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Latest revision as of 02:41, 24 January 2024
The following article is a Notes Page for Donkey Kong Land 2.
Metasprites
0x18001: A list of 24-bit pointers (bank first, big endian) to MetaspriteSet structures. It's indexed using a metasprite set ID.
MetaspriteSet Structure
- The first byte is the number of metasprites in the set.
- Following that is a list of MetaspriteInfo structures- one for each metasprite in the set.
- Following that is a list of MetaspriteLayout structures- one for each metasprite in the set.
MetaspriteInfo Structure
- 0x0: The number of sprites used by this metasprite.
- 0x1-2: A 16-bit pointer (big endian) to the first of the uncompressed tile patterns used by this metasprite. The pointer uses a special format (detailed below).
- Bits 0x0-A: The address can be calculated as this value * 0x20.
- Bits 0xB-F: The bank.
MetaspriteLayout Structure
- A list of SignedPoint structures- one for each sprite in a metasprite- that define the locations of the sprites that compose said metasprite. Each consecutive SignedPoint is relative to the one before it.
SignedPoint Structure
- 0x0: y coordinate (signed)
- 0x1: x coordinate (signed)
Drawing Metasprites
- Each consecutive sprite forming a metasprite is drawn relative to the previous one based on the offsets defined in its MetaspriteLayout structure.
- Only 8 x 16 sprites are used.
- Tile pattern indices increase by 2 for every consecutively drawn sprite.
- Each sprite forming the metasprite uses the same sprite palette.
- When flipping the metasprite horizontally, negate the x offset of each sprite before adding it. Additionally, the metasprite should be drawn 7 pixels to the left.
Compression
This game uses the same compression formats as Donkey Kong Land and Donkey Kong Land III. The tables used for Huffman coding decompression can be found at the same locations as in Donkey Kong Land.
Descriptions of the compression formats can be found at Donkey Kong Land:Notes#Compression.
Level Index Numbers
Here are the index numbers for the levels. In-game, the current level is stored in RAM address FFA6. Pointer tables, such as the ones for level maps, use this order.
00 - Mainbrace Mayhem 01 - Topsail Trouble 02 - Slime Climb 03 - Pirate Panic 04 - Gangplank Galley 05 - Rattle Battle 06 - Arctic Abyss 07 - Clapper's Cavern 08 - Black Ice Battle 09 - Kannon's Klaim 0A - Squawks's Shaft 0B - Windy Well 0C - Ghostly Grove 0D - Gusty Glade 0E - Web Woods 0F - Bramble Blast 10 - Bramble Scramble 11 - Screech's Sprint 12 - Jungle Jinx 13 - Klobber Karnage 14 - Animal Antics 15 - Target Terror 16 - Rickety Race 17 - Krazy Koaster 18 - Hothead Hop 19 - Redhot Ride 1A - Fiery Furnace 1B - Barrel Bayou 1C - Krockhead Klamber 1D - Mudhole Marsh 1E - Dungeon Danger 1F - Chain Link Chamber 20 - Toxic Tower 21 - Hornet Hole 22 - Rambi Rumble 23 - Parrot Chute Panic 24 - Lockjaw's Locker 25 - Lava Lagoon 26 - Glimmer's Galleon 27 - Krow's Nest 28 - Kleaver's Kiln 29 - King Zing Sting 2A - Kreepy Krow 2B - Stronghold Showdown 2C - Krocodile Kore 2D - K. Rool Duel
Internal Data for Donkey Kong Land 2
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